I am really sorry, but I have no idea what you mean with setting a camera to clear color. I do not see such an option.
I have been tracing what happens and where this strange behaviour occurs. I will explain a bit more of what I am doing. I have a couple menus stored in a singleton object. A pause-menu, a finished-menu, a settings-menu. When you hit pause, the pause-menu shows up and the pause-button disappears. That is ok and functions as to be expected. When you hit "settings" in the pause-menu the settings-menu is shown. When you run out of time the lose-screen comes up. Finally, when you complete the level in time the win-menu shows up. Pretty straight forward.
The strange thing is that the behaviour explained earlier (buttons remaining visible) only occurs when you win the game. In all other scenarios everything works fine. But when you finish and I disable the pause-menu it does not disappear.
When you finish in time, so when you win, you enter a BoxCollider with a "WinScript" on it. In this script I disable the menus that I do not want shown at that moment. I was wondering if it is a problem that I do this from an OnColliderEnter function on a normal 3D gameObject.
The following example shows how I deactivate buttons when "pause" is pressed:
function OnClick (){
if (trigger == PauseTrigger.enum_OnRelease){
Time.timeScale = 0;
GameState.pauseButton.SetActive(false);
}
}
the following example is what I do when you finish in time:
function OnTriggerEnter(collision : Collider){
Timer.stat_timeStarted = false;
YouWon();
UnlockLevel();
SaveHighScore();
}
function YouWon(){
Time.timeScale = 0;
GameState.finishMenuPanel.SetActive(true);
GameState.pauseMenuPanel.SetActive(false);
}
I hope you can tell me what I am doing wrong.

Kind Regards,
Max Uijlings